mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
parent
b7bc9efb52
commit
a8a37fa3e7
@ -426,6 +426,7 @@ export type Tgo = {
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detection_ranges: number[];
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dead: boolean;
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sidc: string;
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task?: string[];
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};
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export type SupplyRoute = {
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id: string;
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@ -57,6 +57,7 @@ describe("AirDefenseRangeLayer", () => {
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detection_ranges: [20],
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dead: false,
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sidc: "",
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task: [],
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},
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},
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},
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@ -86,6 +87,7 @@ describe("AirDefenseRangeLayer", () => {
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detection_ranges: [20],
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dead: false,
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sidc: "",
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task: [],
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},
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},
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},
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@ -125,6 +127,7 @@ describe("AirDefenseRangeLayer", () => {
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detection_ranges: [20],
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dead: false,
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sidc: "",
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task: [],
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},
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},
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},
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@ -53,6 +53,18 @@ export default function LiberationMap() {
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<LayersControl.Overlay name="Air defenses" checked>
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<TgosLayer categories={["aa"]} />
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</LayersControl.Overlay>
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<LayersControl.Overlay name="LORAD" >
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<TgosLayer categories={["aa"]} task={"LORAD"} />
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</LayersControl.Overlay>
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<LayersControl.Overlay name="MERAD" >
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<TgosLayer categories={["aa"]} task={"MERAD"} />
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</LayersControl.Overlay>
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<LayersControl.Overlay name="SHORAD" >
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<TgosLayer categories={["aa"]} task={"SHORAD"} />
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</LayersControl.Overlay>
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<LayersControl.Overlay name="AAA" >
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<TgosLayer categories={["aa"]} task={"AAA"} />
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</LayersControl.Overlay>
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<LayersControl.Overlay name="Factories" checked>
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<TgosLayer categories={["factory"]} />
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</LayersControl.Overlay>
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@ -6,14 +6,21 @@ import { LayerGroup } from "react-leaflet";
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interface TgosLayerProps {
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categories?: string[];
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exclude?: true;
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task?: string;
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}
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export default function TgosLayer(props: TgosLayerProps) {
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const allTgos = Object.values(useAppSelector(selectTgos).tgos);
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const categoryFilter = props.categories ?? [];
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const taskFilter = props.task ?? "";
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const tgos = allTgos.filter(
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(tgo) => categoryFilter.includes(tgo.category) === !(props.exclude ?? false)
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);
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(tgo) => {
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if (taskFilter && tgo.task){
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return taskFilter === tgo.task[0]
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}
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return categoryFilter.includes(tgo.category) === !(props.exclude ?? false)
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}
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);
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return (
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<LayerGroup>
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{tgos.map((tgo) => {
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@ -191,11 +191,12 @@ class ForceGroup:
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location: PresetLocation,
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control_point: ControlPoint,
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game: Game,
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task: Optional[GroupTask],
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) -> TheaterGroundObject:
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"""Create a random TheaterGroundObject from the available templates"""
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layout = random.choice(self.layouts)
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return self.create_ground_object_for_layout(
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layout, name, location, control_point, game
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layout, name, location, control_point, game, task
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)
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def create_ground_object_for_layout(
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@ -205,9 +206,10 @@ class ForceGroup:
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location: PresetLocation,
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control_point: ControlPoint,
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game: Game,
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task: Optional[GroupTask],
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) -> TheaterGroundObject:
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"""Create a TheaterGroundObject for the given template"""
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go = layout.create_ground_object(name, location, control_point)
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go = layout.create_ground_object(name, location, control_point, task)
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# Generate all groups using the randomization if it defined
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for tgo_group in layout.groups:
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for unit_group in tgo_group.unit_groups:
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@ -220,6 +220,7 @@ class TgoLayout:
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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) -> TheaterGroundObject:
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"""Create the TheaterGroundObject for the TgoLayout
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@ -240,11 +241,12 @@ class AntiAirLayout(TgoLayout):
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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) -> IadsGroundObject:
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if GroupTask.EARLY_WARNING_RADAR in self.tasks:
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return EwrGroundObject(name, location, control_point)
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elif any(tasking in self.tasks for tasking in GroupRole.AIR_DEFENSE.tasks):
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return SamGroundObject(name, location, control_point)
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return SamGroundObject(name, location, control_point, task)
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raise RuntimeError(
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f" No Template for AntiAir tasking ({', '.join(task.description for task in self.tasks)})"
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)
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@ -256,6 +258,7 @@ class BuildingLayout(TgoLayout):
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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) -> BuildingGroundObject:
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iads_role = IadsRole.for_category(self.category)
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tgo_type = (
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@ -266,6 +269,7 @@ class BuildingLayout(TgoLayout):
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self.category,
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location,
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control_point,
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task,
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self.category == "fob",
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)
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@ -283,6 +287,7 @@ class NavalLayout(TgoLayout):
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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) -> TheaterGroundObject:
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if GroupTask.NAVY in self.tasks:
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return ShipGroundObject(name, location, control_point)
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@ -299,6 +304,7 @@ class DefensesLayout(TgoLayout):
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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) -> TheaterGroundObject:
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if GroupTask.MISSILE in self.tasks:
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return MissileSiteGroundObject(name, location, control_point)
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@ -313,5 +319,6 @@ class GroundForceLayout(TgoLayout):
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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) -> TheaterGroundObject:
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return VehicleGroupGroundObject(name, location, control_point)
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return VehicleGroupGroundObject(name, location, control_point, task)
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@ -36,6 +36,7 @@ class Migrator:
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self._update_squadrons()
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self._release_untasked_flights()
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self._update_weather()
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self._update_tgos()
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def _update_doctrine(self) -> None:
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doctrines = [
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@ -197,3 +198,7 @@ class Migrator:
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midnight_turbulence_per_10cm=0.4,
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weather_type_chances=sc.weather_type_chances,
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)
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def _update_tgos(self) -> None:
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for go in self.game.theater.ground_objects:
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go.task = None # TODO: attempt to deduce tasking?
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@ -1,10 +1,11 @@
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from __future__ import annotations
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from typing import Iterable, List, TYPE_CHECKING
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from typing import Iterable, List, TYPE_CHECKING, Optional
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from dcs.mapping import Polygon
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from dcs.triggers import TriggerZone, TriggerZoneCircular, TriggerZoneQuadPoint
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from game.data.groups import GroupTask
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from game.theater.theatergroundobject import NAME_BY_CATEGORY
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if TYPE_CHECKING:
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@ -88,6 +89,38 @@ class SceneryGroup:
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return scenery_groups
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@staticmethod
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def group_task_for_scenery_group_category(category: str) -> Optional[GroupTask]:
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if category == "allycamp":
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return GroupTask.ALLY_CAMP
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elif category == "ammo":
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return GroupTask.AMMO
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elif category == "commandcenter":
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return GroupTask.COMMAND_CENTER
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elif category == "comms":
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return GroupTask.COMMS
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elif category == "derrick":
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return GroupTask.DERRICK
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elif category == "factory":
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return GroupTask.FACTORY
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elif category == "farp":
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return GroupTask.FARP
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elif category == "fob":
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return GroupTask.FOB
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elif category == "fuel":
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return GroupTask.FUEL
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elif category == "oil":
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return GroupTask.OIL
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elif category == "power":
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return GroupTask.POWER
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elif category == "village":
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return GroupTask.VILLAGE
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elif category == "ware":
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return GroupTask.WARE
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elif category == "ww2bunker":
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return GroupTask.WW2_BUNKER
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return None
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@staticmethod
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def is_blue(zone: TriggerZone) -> bool:
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# Blue in RGB is [0 Red], [0 Green], [1 Blue]. Ignore the fourth position: Transparency.
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@ -1,10 +1,11 @@
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from typing import TYPE_CHECKING, Optional
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from uuid import UUID
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from pydantic import BaseModel
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from game.data.groups import GroupTask
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from game.server.leaflet import LeafletPoint
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if TYPE_CHECKING:
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@ -24,6 +25,7 @@ class TgoJs(BaseModel):
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detection_ranges: list[float] # TODO: Event stream
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dead: bool # TODO: Event stream
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sidc: str # TODO: Event stream
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task: Optional[GroupTask]
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class Config:
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title = "Tgo"
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@ -44,6 +46,7 @@ class TgoJs(BaseModel):
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detection_ranges=detection_ranges,
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dead=tgo.is_dead,
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sidc=str(tgo.sidc()),
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task=tgo.groups[0].ground_object.task,
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)
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@staticmethod
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@ -177,13 +177,17 @@ class ControlPointGroundObjectGenerator:
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return True
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def generate_ground_object_from_group(
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self, unit_group: ForceGroup, location: PresetLocation
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self,
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unit_group: ForceGroup,
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location: PresetLocation,
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task: Optional[GroupTask] = None,
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) -> None:
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ground_object = unit_group.generate(
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namegen.random_objective_name(),
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location,
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self.control_point,
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self.game,
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task,
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)
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self.control_point.connected_objectives.append(ground_object)
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@ -199,7 +203,7 @@ class ControlPointGroundObjectGenerator:
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if not unit_group:
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logging.warning(f"{self.faction_name} has no ForceGroup for Navy")
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return
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self.generate_ground_object_from_group(unit_group, position)
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self.generate_ground_object_from_group(unit_group, position, GroupTask.NAVY)
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class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator):
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@ -241,6 +245,7 @@ class CarrierGroundObjectGenerator(GenericCarrierGroundObjectGenerator):
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self.control_point.position,
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self.control_point.heading,
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),
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GroupTask.AIRCRAFT_CARRIER,
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)
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self.update_carrier_name(random.choice(list(carrier_names)))
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return True
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@ -272,6 +277,7 @@ class LhaGroundObjectGenerator(GenericCarrierGroundObjectGenerator):
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self.control_point.position,
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self.control_point.heading,
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),
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GroupTask.HELICOPTER_CARRIER,
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)
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self.update_carrier_name(random.choice(list(lha_names)))
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return True
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@ -340,7 +346,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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if not unit_group:
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logging.error(f"{self.faction_name} has no ForceGroup for Armor")
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return
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self.generate_ground_object_from_group(unit_group, position)
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self.generate_ground_object_from_group(
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unit_group, position, GroupTask.BASE_DEFENSE
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)
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def generate_aa(self) -> None:
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presets = self.control_point.preset_locations
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@ -365,7 +373,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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if not unit_group:
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logging.error(f"{self.faction_name} has no ForceGroup for EWR")
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return
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self.generate_ground_object_from_group(unit_group, position)
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self.generate_ground_object_from_group(
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unit_group, position, GroupTask.EARLY_WARNING_RADAR
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)
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def generate_building_at(
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self,
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@ -378,7 +388,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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raise RuntimeError(
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f"{self.faction_name} has no access to Building {group_task.description}"
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)
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self.generate_ground_object_from_group(unit_group, location)
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self.generate_ground_object_from_group(unit_group, location, group_task)
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def generate_ammunition_depots(self) -> None:
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for position in self.control_point.preset_locations.ammunition_depots:
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@ -394,7 +404,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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if unit_group:
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# Only take next (smaller) aa_range when no template available for the
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# most requested range. Otherwise break the loop and continue
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self.generate_ground_object_from_group(unit_group, location)
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self.generate_ground_object_from_group(unit_group, location, task)
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return
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logging.error(
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@ -430,6 +440,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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scenery.category,
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PresetLocation(scenery.zone_def.name, scenery.position),
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self.control_point,
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SceneryGroup.group_task_for_scenery_group_category(scenery.category),
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)
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ground_group = TheaterGroup(
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self.game.next_group_id(),
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@ -464,7 +475,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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if not unit_group:
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logging.warning(f"{self.faction_name} has no ForceGroup for Missile")
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return
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self.generate_ground_object_from_group(unit_group, position)
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self.generate_ground_object_from_group(
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unit_group, position, GroupTask.MISSILE
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)
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def generate_coastal_sites(self) -> None:
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for position in self.control_point.preset_locations.coastal_defenses:
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@ -472,7 +485,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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if not unit_group:
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logging.warning(f"{self.faction_name} has no ForceGroup for Coastal")
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return
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self.generate_ground_object_from_group(unit_group, position)
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self.generate_ground_object_from_group(
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unit_group, position, GroupTask.COASTAL
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)
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def generate_strike_targets(self) -> None:
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for position in self.control_point.preset_locations.strike_locations:
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@ -21,6 +21,7 @@ from game.sidc import (
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)
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from game.theater.presetlocation import PresetLocation
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from .missiontarget import MissionTarget
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from ..data.groups import GroupTask
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from ..utils import Distance, Heading, meters
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if TYPE_CHECKING:
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@ -62,6 +63,7 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
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location: PresetLocation,
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control_point: ControlPoint,
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sea_object: bool,
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task: Optional[GroupTask],
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) -> None:
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super().__init__(name, location)
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self.id = uuid.uuid4()
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@ -72,6 +74,7 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
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self.groups: List[TheaterGroup] = []
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self.original_name = location.original_name
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self._threat_poly: ThreatPoly | None = None
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self.task = task
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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@ -286,6 +289,7 @@ class BuildingGroundObject(TheaterGroundObject):
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category: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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is_fob_structure: bool = False,
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) -> None:
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super().__init__(
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@ -294,6 +298,7 @@ class BuildingGroundObject(TheaterGroundObject):
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location=location,
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control_point=control_point,
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sea_object=False,
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task=task,
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)
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self.is_fob_structure = is_fob_structure
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@ -389,6 +394,7 @@ class CarrierGroundObject(GenericCarrierGroundObject):
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location=location,
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control_point=control_point,
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sea_object=True,
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task=GroupTask.AIRCRAFT_CARRIER,
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)
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@property
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@ -410,6 +416,7 @@ class LhaGroundObject(GenericCarrierGroundObject):
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location=location,
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control_point=control_point,
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sea_object=True,
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task=GroupTask.HELICOPTER_CARRIER,
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)
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@property
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@ -430,6 +437,7 @@ class MissileSiteGroundObject(TheaterGroundObject):
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location=location,
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control_point=control_point,
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sea_object=False,
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task=GroupTask.MISSILE,
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)
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@property
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@ -470,6 +478,7 @@ class CoastalSiteGroundObject(TheaterGroundObject):
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location=location,
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control_point=control_point,
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sea_object=False,
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task=GroupTask.COASTAL,
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)
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@property
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@ -503,6 +512,7 @@ class IadsGroundObject(TheaterGroundObject, ABC):
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name: str,
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location: PresetLocation,
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control_point: ControlPoint,
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task: Optional[GroupTask],
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category: str = "aa",
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) -> None:
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super().__init__(
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@ -511,6 +521,7 @@ class IadsGroundObject(TheaterGroundObject, ABC):
|
||||
location=location,
|
||||
control_point=control_point,
|
||||
sea_object=False,
|
||||
task=task,
|
||||
)
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
@ -538,12 +549,14 @@ class SamGroundObject(IadsGroundObject):
|
||||
name: str,
|
||||
location: PresetLocation,
|
||||
control_point: ControlPoint,
|
||||
task: Optional[GroupTask],
|
||||
) -> None:
|
||||
super().__init__(
|
||||
name=name,
|
||||
category="aa",
|
||||
location=location,
|
||||
control_point=control_point,
|
||||
task=task,
|
||||
)
|
||||
|
||||
@property
|
||||
@ -589,6 +602,7 @@ class VehicleGroupGroundObject(TheaterGroundObject):
|
||||
name: str,
|
||||
location: PresetLocation,
|
||||
control_point: ControlPoint,
|
||||
task: Optional[GroupTask],
|
||||
) -> None:
|
||||
super().__init__(
|
||||
name=name,
|
||||
@ -596,6 +610,7 @@ class VehicleGroupGroundObject(TheaterGroundObject):
|
||||
location=location,
|
||||
control_point=control_point,
|
||||
sea_object=False,
|
||||
task=task,
|
||||
)
|
||||
|
||||
@property
|
||||
@ -637,6 +652,7 @@ class EwrGroundObject(IadsGroundObject):
|
||||
location=location,
|
||||
control_point=control_point,
|
||||
category="ewr",
|
||||
task=GroupTask.EARLY_WARNING_RADAR,
|
||||
)
|
||||
|
||||
@property
|
||||
@ -662,6 +678,7 @@ class ShipGroundObject(NavalGroundObject):
|
||||
location=location,
|
||||
control_point=control_point,
|
||||
sea_object=True,
|
||||
task=GroupTask.NAVY,
|
||||
)
|
||||
|
||||
@property
|
||||
|
||||
@ -1,8 +1,10 @@
|
||||
import pytest
|
||||
from typing import Any
|
||||
|
||||
import pytest
|
||||
from dcs.mapping import Point
|
||||
|
||||
from game.ato.flighttype import FlightType
|
||||
from game.theater.controlpoint import OffMapSpawn
|
||||
from game.theater.presetlocation import PresetLocation
|
||||
from game.theater.theatergroundobject import (
|
||||
BuildingGroundObject,
|
||||
@ -16,7 +18,6 @@ from game.theater.theatergroundobject import (
|
||||
ShipGroundObject,
|
||||
IadsBuildingGroundObject,
|
||||
)
|
||||
from game.theater.controlpoint import OffMapSpawn
|
||||
from game.utils import Heading
|
||||
|
||||
|
||||
@ -49,20 +50,22 @@ def test_mission_types_friendly(mocker: Any) -> None:
|
||||
EwrGroundObject,
|
||||
ShipGroundObject,
|
||||
]:
|
||||
ground_object = ground_object_type( # type: ignore
|
||||
ground_object = ground_object_type(
|
||||
name="test",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(ground_object.mission_types(for_player=True))
|
||||
assert mission_types == [FlightType.BARCAP]
|
||||
|
||||
for ground_object_type in [BuildingGroundObject, IadsBuildingGroundObject]: # type: ignore
|
||||
ground_object = ground_object_type( # type: ignore
|
||||
for ground_object_type in [BuildingGroundObject, IadsBuildingGroundObject]:
|
||||
ground_object = ground_object_type(
|
||||
name="test",
|
||||
category="ammo",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(ground_object.mission_types(for_player=True))
|
||||
assert mission_types == [FlightType.BARCAP]
|
||||
@ -94,6 +97,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
|
||||
category="ammo",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(building.mission_types(for_player=False))
|
||||
assert len(mission_types) == 6
|
||||
@ -109,6 +113,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
|
||||
category="ammo",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(iads_building.mission_types(for_player=False))
|
||||
assert len(mission_types) == 7
|
||||
@ -129,6 +134,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
|
||||
name="test",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(ground_object.mission_types(for_player=False))
|
||||
assert len(mission_types) == 7
|
||||
@ -144,6 +150,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
|
||||
name="test",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(sam.mission_types(for_player=False))
|
||||
assert len(mission_types) == 8
|
||||
@ -194,6 +201,7 @@ def test_mission_types_enemy(mocker: Any) -> None:
|
||||
name="test",
|
||||
location=dummy_location,
|
||||
control_point=dummy_control_point,
|
||||
task=None,
|
||||
)
|
||||
mission_types = list(vehicles.mission_types(for_player=False))
|
||||
assert len(mission_types) == 7
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user